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Community Q&A

Tree of Savior introduces new classes in Q&A #9

Fantasy, New Titles, Community Q&A, Dev Diaries

Tree of Savior
Tree of Savior, the upcoming MMO from Korean studio IMC Games, has unveiled its ninth Q&A about the game, revealing more classes, costume details, an explanation of the Chronomancer's time-travel skill, and some special hidden content.

With an advertised 80 classes in the game, these four new class introductions just scratch the surface, but we do get some details and animations from the Thaumaturge, Archer, Pyromancer, and Centurian.

Be sure to check out the video after the cut for more on the new classes. If you have any questions for the dev team that you'd like answered in the next Q&A, send them along to the game's Facebook page or the developer's blog.

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MechWarrior Online vid talks upcoming changes

Sci-Fi, Video, Interviews, Previews, Free-to-Play, Community Q&A, MechWarrior Online, MOBA

In a new MechWarrior Online video, members of the dev team take time to discuss the upcoming overhaul to the module system, gameplay updates, community warfare, and new maps. One of the neat features coming to the game is the match rejoin feature, which will give players a grace period to get back into a match and get rewards if they are disconnected for some reason.

There's a ton of preview drops in this 13-minute video, and it's all yours to enjoy after the jump!

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Skyforge abandons leveling in favor of a prestige system

Betas, Sci-Fi, Free-to-Play, Community Q&A, Skyforge

The Skyforge development team has been on a streak of answering pressing community questions over on the game's Facebook page, with one question answered per day over the previous week.

A few of the questions centered around how Skyforge has eschewed a traditional leveling format in favor of a "prestige" system. Prestige is like gearscore, a sum total of the stats from a player's equipment. As a player gains more prestige, more content, gear, and followers are unlocked. "Instances are tied to the amount of prestige your character has," the team explained. "The better your character[s are] developed, the higher their prestige is and the more adventures they can go on."

Other questions concerned whether there will be a test server (there will be) or a global chat channel (there won't be). The team did indicate that there would be a multi-platform chat system on launch, however: "Our programmers wrote a special chat service that will allow players in the game to chat to friends that are reading messages from other devices. This means that you can chat with other players regardless of whether they are in the game or not."

[Thanks to Dengar for the tip!]

Not So Massively: GTAO's update, Hearthstone's tourney, and LoL's Summoner's RIFT revamp

Betas, Sci-Fi, Video, Business Models, Game Mechanics, New Titles, Patches, PvP, News Items, Mobile, Consoles, MMOFPS, Community Q&A, Post-Apocalyptic, Not So Massively, Sandbox, MOBA, League of Legends, Diablo III, Firefall, Destiny, Star Citizen, Elite: Dangerous, Infinite Crisis, Path of Exile, Hearthstone, The Division

Welcome back to No So Massively, where every Monday we round up the highlights from the past week in the world of MOBAs, roguelikes, MMOTCGs, and other games that aren't quite MMOs.

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Tree of Savior answers questions about wizards and companions

Betas, Fantasy, Game Mechanics, Previews, News Items, Community Q&A

Look at the stars - look how they shine for you and all the things that you do.
Are you excited to get your hands on Tree of Savior when and if it gets a release over here? Then you'll be happy to look through the latest community Q&A, which has been helpfully translated into English. Like most community addresses, it covers a variety of different topics, ranging from casting spells on the move to working with companions in the game.

Not all spells in the game can be cast while moving, depending greatly upon the type of spell and the class using it. Similarly, there's been discussion about which classes, if any, will be allowed to dual-wield. Companions can be stored at the barracks, allowing you to choose between several different companions based upon the situation, although not all companions will have the same degree of closeness with a given character. For more information, peruse the full set of answers.

Elder Scrolls Online on solo veteran content, dungeon scaling

Fantasy, Game Mechanics, Patches, News Items, Community Q&A, Dungeons, The Elder Scrolls Online, Subscription

ZeniMax is back from E3 with a brand-new Elder Scrolls Online ask-us-anything variety pack. Here are the highlights:
  • The Craglorn update will be included as launch content when ESO arrives on consoles.
  • Dungeon-queueing intentionally locks out overleveled characters for balance reasons, but the devs are working on a scaling system that will eventually adjust dungeons to the leader's level.
  • ZeniMax is aware that Enchanting levels slowly. It'll be tweaked in a future update.
  • Using Equilibrium to exchange magicka for health to gain Ultimate power isn't considered an exploit but might be revised in the future.
  • There will eventually be veteran content that doesn't require grouping.
Notably, the developers request that players continue to use the report player chat option to help combat bots and gold spammers. More questions and answers await over on the official site.

Tree of Savior Q&A highlights guilds, mounts, and parties

Fantasy, Classes, Game Mechanics, News Items, Community Q&A, Miscellaneous

Tree of Savior
IMC Games' developer SY Kim has answered a slew of player questions about upcoming Korean character-driven fantasy MMO Tree of Savior. He begins by clarifying that while the studio has referred to the game as a "true successor" to the Ragnarok Online series, it is not an official sequel; the parent studios are unrelated. He also discusses party formation, cards and magical items, diminishing returns on experience gain from lowbie mobs, spear and poisoner classes, monster respawn, stat gain, and pets and mounts. A guild system, he relates, will not be in by closed beta.

Read all the details on the official blog.

[Thanks, tipster Yorai Dragon!]

Darkfall Unholy Wars answers questions on custom roles

Fantasy, Darkfall, Game Mechanics, News Items, Community Q&A, Sandbox

Spinning round and round.
In the original version of Darkfall, skill selection was a wide-open field. When the game relaunched as Darkfall Unholy Wars, the role system was introduced, narrowing the field of options significantly. Now custom roles are incoming, and that means that players have questions about how the new mechanics will work. Those questions are being answered in a three-part series of community Q&A sessions, with the first two parts available now.

Some mechanics are being removed -- Wobble, for instance, was introduced solely to balance roles, but with the new system the developers no longer need balancing specifically between roles. There have been significant adjustments made to some skills, in part to avoid the situation wherein everyone has a ranged kill skill and super-powerful healing. Despite this, the answers also point out that most characters will actually see a net increase in power overall. If you want to know more, feel free to glance at the full rundown of answers for more details.

Elite: Dangerous newsletter focuses on E3 offerings

Sci-Fi, Previews, News Items, Community Q&A, Sandbox, Elite: Dangerous

It's the space police, and we're under arrest!  The crime?  Not being in space!
It's impossible for any development studio not to be thinking about E3 next week. It sort of dominates the industry landscape, after all. So it's no big surprise that the latest Elite: Dangerous newsletter focuses chiefly upon what Frontier Developments will bring to the convention. In short, it'll be a chance for everyone in attendance to get their hands on the game and preview the game's current beta as well as chatting with the development staff.

The newsletter also answers a few community questions. Many of the locations in the game are meant to be far away from the core of gameplay without any shortcuts, specifically to enhance the feeling of being far from core hubs and the majority of players. The game will have Imperial content, but that will come into play as the game's play space expands rather than being an immediate focus. For a few more answers, take a look at the full newsletter.

WildStar will be intermittently playable from now until the headstart

Betas, Sci-Fi, Events (Real-World), News Items, Community Q&A, WildStar, Subscription

Carbine Studios has just published an FAQ covering WildStar's status from now until the beginning of the headstart period on May 30th. Dubbed "Ops Week," this period will see the team "testing various launch systems, practicing [its] disaster recovery processes, making sure [its] fail overs fail over correctly, and putting some extra testing on [the] final Release Candidate."

But you don't care about their problems; you just want to know whether you can log in. Yep! Carbine intends to make the servers available for play. Although uptime windows won't be announced ahead of time and some may be brief, players should anticipate server availability during business hours on the west coast. Open beta characters will be accessible for as long as the team can manage it before the inevitable wipes.

Star Wars: The Old Republic housing will not disappoint, devs promise

Sci-Fi, Screenshots, Events (In-Game), Free-to-Play, Star Wars: The Old Republic, Community Q&A

Housing in a galaxy far, far away will be "nothing like any system" we have seen in MMOs before, say the devs.

At a recent Vancouver Star Wars: The Old Republic cantina community event with the devs, McSleuth Gaming took down detailed notes from the Q&A session and intermingling that followed. One of the questions probed the type of housing that Galactic Strongholds will offer, to which a dev replied, "I will say though it is nothing like any system in any other MMO out there right now; it is completely different and a new style. I promise you, as a fan of housing you will not be disappointed in how our works. Seriously. We have put a lot of thought into making it customizable."

If you're hoping for looser free-to-play restrictions, well, don't hold your breath. "Every time something new is added for F2P it actually is simultaneously taking something away from subs perks," the devs hedged. "So there needs to be balance and that is something we are always looking at changing."

Meanwhile, Massively's Larry has several pictures of the new casino event and stronghold construction coming to the game, so check them out!

[Thanks to Dengar for the tip!]

Not So Massively: GTA Online's expansion, Reaper of Souls on console, and LoL's Braum spotlight

Betas, Horror, Trailers, Video, Business Models, Events (Real-World), Game Mechanics, Patches, PvP, News Items, Free-to-Play, Consoles, Crime, MMOFPS, MMORTS, Community Q&A, World of Tanks, Post-Apocalyptic, Not So Massively, MOBA, League of Legends, Diablo III, Crowdfunding, Star Citizen, Infinite Crisis, Path of Exile, Hearthstone, H1Z1

Welcome back to No So Massively, where every Monday we round up the highlights from the past week in the world of MOBAs, roguelikes, MMOTCGs, and other games that aren't quite MMOs.

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Dark Age of Camelot plans New Frontiers tweaks, player polling

Fantasy, Historical, Dark Age of Camelot, Game Mechanics, PvP, Endgame, News Items, PvE, Community Q&A, Subscription, MMORPG

Broadsword Online continues its push to revitalize the veteran games it took over from EA earlier this year, including Dark Age of Camelot. The studio recently released yet another question-and-answer session with players, this time focusing on the new New Frontiers patch and ending with a soaring explanation of what makes the game so great after a dozen years. Some of the highlights:
  • There are plans to revamp PvE after the New Frontiers content is properly tweaked. First on the PvE list is the top 10% most rewarding and difficult encounters.
  • On the flipside, the devs agree there's too much PvE emphasis in the RvR Frontiers.
  • The team is still looking at incentives for keep, tower, and relic defense.
  • Shards will not be usable in housing zones.
  • Legendary weapon updates are still on the table.
Finally, there's a note that the game will ultimately benefit from in-game polling systems as opposed to relying on feedback from just the vocal minority of players. "You will be heard. Count on it," Broadsword promises.

Skyforge discusses PvP philosophy and world space

Fantasy, Sci-Fi, Game Mechanics, MMO Industry, News Items, PvE, Races, Community Q&A, Crafting, Housing, MMORPG, Skyforge

As promised earlier this month, the team behind Skyforge has answered another round of community questions on the official forums. The highlights?
  • Expect no Oculus Rift or gamepad support at launch.
  • The game will not force players to participate in PvE or PvP. In fact, "with both types of activity you gain the same resources for character development."
  • The optional PvP will have a mild death penalty: "By MMO standards, it is practically non-existent."
  • The gameworld is made up of both large open spaces and small instances. It is not seamless, but it will encourage exploration. At one point during development, "the total area exceeded ​​50 square kilometers."
  • The team is planning large guild battles of "at least 100 players."
  • Flying and crafting are both in. Housing is a maybe: The "gods have their own piece of 'property' and it's larger than a hut."
Community Manager ​Freitag also mentions that the Allods Team and Obsidian Entertainment will be monitoring player opinion and metrics during the beta for feedback on planned systems.

Landmark's devs on crafting and item upgrading

Betas, Fantasy, Video, Game Mechanics, News Items, Free-to-Play, Community Q&A, EverQuest Next, Sandbox, Crafting, Player-Generated Content, Landmark

SOE Senior Brand Manager Omeed Dariani and Lead Systems Designer Michael Mann present this week's Landmark roundtable video, this time focusing on one of the more detailed components of the sandbox's crafting system: item upgrading, which beat out reinforcing, imbuing, and refining among roundtable voters as the system most worthy of prioritization. Mann explains that item upgrading is intended to reduce the demoralizing effects of RNG; eventually, all crafted items will be created as green-quality items that are upgrade-able depending on player skill and statted according to player direction via relics.

Dariani and Mann also hint that Landmark and EverQuest Next will share the same crafting-related back-end systems and that Landmark's crafting will ultimately "flavor" the crafting system in EQN. The full roundtable video is below.

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